Difference between revisions of "Talk:RougeDC"

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(→‎Bad Results (willow): Memory leak and array out of bounds with Rednaxela's tree)
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</pre>
 
</pre>
 
Don't know what is causing it, going to sleep now. --[[User:ABC|ABC]] 00:18, 29 August 2009 (UTC)
 
Don't know what is causing it, going to sleep now. --[[User:ABC|ABC]] 00:18, 29 August 2009 (UTC)
 +
 +
Aha! An infinite value causing that makes sense! This tree always splits according to an "average of extrema" mechanism which is a rather good metric normally, however, when one extrema is infinite the split would be at inifinity. This infinity can lead to every element ending up on one side of the split, which causes it to split again, and again, and again, and again, forever. I need to add a special case for infinity to fix this... just to decide what the best special case would be. I was already aware there would be an issue with infinite values, but I presumed "Oh, well nobody sane would use infinite values anyway...", haha. As far as that ArrayIndexOutOfBoundsException, I can see how that would occur if in some cases when you have a large number of points that are all at the exact same location. That should be easy to fix. --[[User:Rednaxela|Rednaxela]] 05:31, 29 August 2009 (UTC)
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 +
Just test and it is indeed a infinity. I modified the RandomGenerator in the k-NN benchmark to generate an infinity value and I got OutOfMemoryError. Testing with the latest version of your tree result in Voidious' tree get NPE =) &raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 06:44, 29 August 2009 (UTC)
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 +
: Hm? What does your last sentence mean? --[[User:Rednaxela|Rednaxela]] 06:47, 29 August 2009 (UTC)
 +
 +
: Mean this:
 +
<pre>
 +
K-NEAREST NEIGHBOURS ALGORITHMS BENCHMARK
 +
-----------------------------------------
 +
Running 1 repetition(s) for k-nearest neighbours searching:
 +
:: 8 dimension(s); 2 neighbour(s)
 +
 +
Running tests...Exception in thread "main" java.lang.NullPointerException
 +
        at net.robowiki.knn.implementations.VoidiousTreeKNNSearch.getNearestNeig
 +
hbors(VoidiousTreeKNNSearch.java:33)
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        at net.robowiki.knn.KNNBenchmark.doTest(KNNBenchmark.java:133)
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        at net.robowiki.knn.KNNBenchmark.<init>(KNNBenchmark.java:36)
 +
        at net.robowiki.knn.KNNBenchmark.main(KNNBenchmark.java:265)
 +
</pre>
 +
: I use modified the RandomGenerator to randomly change value into Double.POSITIVE_INFINITY. &raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 06:56, 29 August 2009 (UTC)
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:: Ahh, and I presume my tree works with it? :) --[[User:Rednaxela|Rednaxela]] 06:59, 29 August 2009 (UTC)
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::: Yep, I first test with unfixed version and it does throw OoME, but when I used fixed version (not the latest version of your tree though), I got this instead sometimes. Your tree works as expected. Testing the speed with the latest version now. &raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 07:14, 29 August 2009 (UTC)
 +
::: Oh, and with the infinity value your tree got only 23% accuracy. Simonton's got 20% and Voidious got 0% =) &raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 07:17, 29 August 2009 (UTC)
 +
:::: But what distance function is being used for the Linear search Nat? If it's the default one, then it's '''wrong''', because that distance function considers Double.POSITIVE_INFINITY to have a distance of Double.NaN from itself, which is incorrect for the purposes of NearestNeighbour. How about, fix that distance function with a NaN check like I have there... :) --[[User:Rednaxela|Rednaxela]] 07:22, 29 August 2009 (UTC)
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::::: Just joking about it. I don't really care about the accuracy with infinity value =) &raquo; <span style="font-size:0.9em;color:darkgreen;">[[User:Nat|Nat]] | [[User_talk:Nat|Talk]]</span> &raquo; 07:24, 29 August 2009 (UTC)
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(edit conflict) Heya [[User:ABC|ABC]], the latest version I just updated should eliminate the possibility of the ArrayIndexOutOfBoundsException, eliminate the infinite-branching for infinite values, and also in general treat infinite/NaN values with sanity. Though the distance function needed an extra check on every dimension, it doesn't seem to really impact performance in practice. It now treats those values as follows: Double.POSITIVE_INFINITY is infinite distance from any value except itself which it is 0 distance from, same story for Double.NEGATIVE_INFINITY, and Double.NaN is 0 distance from ANY value. One detail that may be important to you if you're using infinite values ABC, is that EVERY other tree I've seen considers Double.POSITIVE_INFINITY to be NaN distance from itself, because in Java, "Double.POSITIVE_INFINITY - Double.POSITIVE_INFINITY = Double.NaN", which means that points with infinite valued segments can never be retrieved in any other implementation I've seen. --[[User:Rednaxela|Rednaxela]] 06:47, 29 August 2009 (UTC)
 +
 +
: It's not like I was using infinity values on purpose... I already corrected the problem now, it was only the very few first entries that had the infinity values. Thanks for the fixes, I see no more out of bounds errors now. Now I'll see if it makes a difference in Shadow's execution speed. --[[User:ABC|ABC]] 12:23, 29 August 2009 (UTC)
 +
 +
:: Btw, I just found out that ShadowHawk was using a dimension with all infinity values, since it depends on my melee movement assigning some values (yes, it's a mess, I know :/). Simonton's tree behaved nicely in that case, I think. --[[User:ABC|ABC]] 13:33, 29 August 2009 (UTC)
 +
 +
: Another fix just added so that Double.NaN values will appropriately treated when tracking the bounds of a node. This now means that Double.NaN values can be inserted in entries in order to make that dimension of the entry a "don't care" value that is equally close to everything :D --[[User:Rednaxela|Rednaxela]] 06:59, 29 August 2009 (UTC)
 +
 +
:: That's interesting, could even be useful in some strange cases. :) --[[User:ABC|ABC]] 12:23, 29 August 2009 (UTC)

Latest revision as of 14:33, 29 August 2009

Hey, do you copy thing from Template:Bot Page or using subst:? » Nat | Talk » 06:52, 19 May 2009 (UTC)

  • Using subst:. I thought I'd try it, didn't get around to cleaning up after though :) --Rednaxela 07:15, 19 May 2009 (UTC)

Bad Results (willow)

Version "willow" may be throwing exceptions or possibly running out of memory. In addition to the battle you pointed out on the RR server talk page, there are other examples: [1], [2] (Simonton's client), [3] (Voidious), [4] (Rednaxela, no opponent bullet dmg). --Darkcanuck 21:12, 24 August 2009 (UTC)

It's for certain more memory efficient than the old version. Throwing exceptions is a possibility, but I don't see how and cannot reproduce this at all... If anyone sees it throw an exception it would be nice to hear about it... =\ --Rednaxela 21:23, 24 August 2009 (UTC)

I see this in my RoboRumble client:

Fighting battle 7 ... ags.rougedc.RougeDC willow,voidious.Dookious 1.573c
Preparing battle...
Exception in thread "Battle Thread" java.lang.OutOfMemoryError: Java heap space
	at java.io.ObjectOutputStream$BlockDataOutputStream.<init>(ObjectOutputStream.java:1711)
	at java.io.ObjectOutputStream.<init>(ObjectOutputStream.java:221)
	at robocode.util.ObjectCloner.deepCopy(Unknown Source)
	at robocode.robotpaint.Graphics2DProxy.copyOf(Unknown Source)
	at robocode.robotpaint.Graphics2DProxy.create(Unknown Source)
	at robocode.battle.snapshot.RobotSnapshot.<init>(Unknown Source)
	at robocode.battle.snapshot.TurnSnapshot.<init>(Unknown Source)
	at robocode.battle.Battle.finalizeTurn(Unknown Source)
	at robocode.battle.Battle.runTurn(Unknown Source)
	at robocode.battle.Battle.runRound(Unknown Source)
	at robocode.battle.Battle.run(Unknown Source)
	at java.lang.Thread.run(Thread.java:619)

Dookious uses its fair share of memory, so I can't squarely place the blame on RougeDC, but I don't recall ever seeing/hearing about this for Dooki before. My client is set to 512 MB. I'll try running some battles manually and hunting for exceptions later tonight. --Voidious 21:31, 24 August 2009 (UTC)

You don't think it could be something to do with your new tree? Maybe add something to the benchmark which monitors the maximum memory consumption of the trees as well... --Skilgannon 14:52, 25 August 2009 (UTC)

Monitoring the maximum memory usage would be difficult to do I think... however... running the benchmark in a profiler earlier indicated to me that it's memory usage was just as small as the Simonton and Voidious trees. There is only one way I can think of that RougeDC uses more memory than before: It has a 'time' segment, and it's ever-increasing nature would likely cause any kd-tree to become ridiculously unbalanced given enough time. I'm quite doubtful that is the issue though, since this didn't occur with the old kd-tree which branched in a very similar way and was far less efficient in many ways. --Rednaxela 15:09, 25 August 2009 (UTC)

(double edit conflicts) My last 100 repetitions test run with default heap space (i.e. not -Xmx) so the usage should be under 128M. Red, I think you should recorded the searches/adds request from RougeDC vs. Dookious and run the benchmark again... » Nat | Talk » 15:13, 25 August 2009 (UTC)

Hmm... well... running RougeDC vs Dookious, and running a java memory profiler indicates that the Kd-Tree is not a significant memory user in the slightest, and that the big memory users are some other things in Dookious and RougeDC that have never changed. So... 1) I can't duplicate running out of memory at 512MB like Voidious had, and 2) Even if it were running out of memory, it wouldn't be due to the new Kd-Tree. So unless these bad results were flukes that could have just as easily happened to the old RougeDC, something is very very weird... --Rednaxela 06:47, 28 August 2009 (UTC)

Unless there is bug in the new Kd-Tree, which makes it consume crazy memory when the it actually hits the bug, so unless the profiled run hits it it wouldn't show in the profile. I haven't seen, ran or otherwise tested the new tree, I'm just trying to come up with a possible way the problem is the new tree while not conflicting with your profiler results. Like the bug you said once, hitting an infinite loop when there were many points in the same location, you could have profiled that version and (un)luckily get results that show the tree was very fast and still be a source of skipping turns forever. Anyway, hope you find the problem soon. --zyx 08:42, 28 August 2009 (UTC)

Hit another error... (Same stack trace, so feel free to delete it.)

Fighting battle 19 ... darkcanuck.Holden 1.12a,ags.rougedc.RougeDC willow
Preparing battle...
Exception in thread "Battle Thread" java.lang.OutOfMemoryError: Java heap space
	at java.io.ObjectOutputStream$BlockDataOutputStream.<init>(ObjectOutputStream.java:1711)
	at java.io.ObjectOutputStream.<init>(ObjectOutputStream.java:221)
	at robocode.util.ObjectCloner.deepCopy(Unknown Source)
	at robocode.robotpaint.Graphics2DProxy.copyOf(Unknown Source)
	at robocode.robotpaint.Graphics2DProxy.create(Unknown Source)
	at robocode.battle.snapshot.RobotSnapshot.<init>(Unknown Source)
	at robocode.battle.snapshot.TurnSnapshot.<init>(Unknown Source)
	at robocode.battle.Battle.finalizeTurn(Unknown Source)
	at robocode.battle.Battle.runTurn(Unknown Source)
	at robocode.battle.Battle.runRound(Unknown Source)
	at robocode.battle.Battle.run(Unknown Source)
	at java.lang.Thread.run(Thread.java:619)

This instance of Java is indeed at 576 megs (via Activity Monitor). Maybe there is some obscure memory leak in Robocode that your new tree is exposing? Are you doing your testing with 1.6.1.4? Maybe try some RoboResearch / 1.6.1.4 long runs and see if you hit it? --Voidious 21:44, 28 August 2009 (UTC)

I've also been experimenting with Rednaxela's new tree and got this memory leak (more of an explosion) problem. In the first few ticks of a battle Robocode freezes with an out of heap memory error. I traced it down to one of my dimensions having some infinity values. I also saw a an array out of bounds error in line 177, probably also related to strange values in some of my dimensions, I'll see if I can figure out what's going on. --ABC 23:58, 28 August 2009 (UTC)

Got it again:

java.lang.ArrayIndexOutOfBoundsException: 32
	at ags.utils.newtree2.KdTree.addPoint(KdTree.java:177)

Don't know what is causing it, going to sleep now. --ABC 00:18, 29 August 2009 (UTC)

Aha! An infinite value causing that makes sense! This tree always splits according to an "average of extrema" mechanism which is a rather good metric normally, however, when one extrema is infinite the split would be at inifinity. This infinity can lead to every element ending up on one side of the split, which causes it to split again, and again, and again, and again, forever. I need to add a special case for infinity to fix this... just to decide what the best special case would be. I was already aware there would be an issue with infinite values, but I presumed "Oh, well nobody sane would use infinite values anyway...", haha. As far as that ArrayIndexOutOfBoundsException, I can see how that would occur if in some cases when you have a large number of points that are all at the exact same location. That should be easy to fix. --Rednaxela 05:31, 29 August 2009 (UTC)

Just test and it is indeed a infinity. I modified the RandomGenerator in the k-NN benchmark to generate an infinity value and I got OutOfMemoryError. Testing with the latest version of your tree result in Voidious' tree get NPE =) » Nat | Talk » 06:44, 29 August 2009 (UTC)

Hm? What does your last sentence mean? --Rednaxela 06:47, 29 August 2009 (UTC)
Mean this:
K-NEAREST NEIGHBOURS ALGORITHMS BENCHMARK
-----------------------------------------
Running 1 repetition(s) for k-nearest neighbours searching:
:: 8 dimension(s); 2 neighbour(s)

Running tests...Exception in thread "main" java.lang.NullPointerException
        at net.robowiki.knn.implementations.VoidiousTreeKNNSearch.getNearestNeig
hbors(VoidiousTreeKNNSearch.java:33)
        at net.robowiki.knn.KNNBenchmark.doTest(KNNBenchmark.java:133)
        at net.robowiki.knn.KNNBenchmark.<init>(KNNBenchmark.java:36)
        at net.robowiki.knn.KNNBenchmark.main(KNNBenchmark.java:265)
I use modified the RandomGenerator to randomly change value into Double.POSITIVE_INFINITY. » Nat | Talk » 06:56, 29 August 2009 (UTC)
Ahh, and I presume my tree works with it? :) --Rednaxela 06:59, 29 August 2009 (UTC)
Yep, I first test with unfixed version and it does throw OoME, but when I used fixed version (not the latest version of your tree though), I got this instead sometimes. Your tree works as expected. Testing the speed with the latest version now. » Nat | Talk » 07:14, 29 August 2009 (UTC)
Oh, and with the infinity value your tree got only 23% accuracy. Simonton's got 20% and Voidious got 0% =) » Nat | Talk » 07:17, 29 August 2009 (UTC)
But what distance function is being used for the Linear search Nat? If it's the default one, then it's wrong, because that distance function considers Double.POSITIVE_INFINITY to have a distance of Double.NaN from itself, which is incorrect for the purposes of NearestNeighbour. How about, fix that distance function with a NaN check like I have there... :) --Rednaxela 07:22, 29 August 2009 (UTC)
Just joking about it. I don't really care about the accuracy with infinity value =) » Nat | Talk » 07:24, 29 August 2009 (UTC)

(edit conflict) Heya ABC, the latest version I just updated should eliminate the possibility of the ArrayIndexOutOfBoundsException, eliminate the infinite-branching for infinite values, and also in general treat infinite/NaN values with sanity. Though the distance function needed an extra check on every dimension, it doesn't seem to really impact performance in practice. It now treats those values as follows: Double.POSITIVE_INFINITY is infinite distance from any value except itself which it is 0 distance from, same story for Double.NEGATIVE_INFINITY, and Double.NaN is 0 distance from ANY value. One detail that may be important to you if you're using infinite values ABC, is that EVERY other tree I've seen considers Double.POSITIVE_INFINITY to be NaN distance from itself, because in Java, "Double.POSITIVE_INFINITY - Double.POSITIVE_INFINITY = Double.NaN", which means that points with infinite valued segments can never be retrieved in any other implementation I've seen. --Rednaxela 06:47, 29 August 2009 (UTC)

It's not like I was using infinity values on purpose... I already corrected the problem now, it was only the very few first entries that had the infinity values. Thanks for the fixes, I see no more out of bounds errors now. Now I'll see if it makes a difference in Shadow's execution speed. --ABC 12:23, 29 August 2009 (UTC)
Btw, I just found out that ShadowHawk was using a dimension with all infinity values, since it depends on my melee movement assigning some values (yes, it's a mess, I know :/). Simonton's tree behaved nicely in that case, I think. --ABC 13:33, 29 August 2009 (UTC)
Another fix just added so that Double.NaN values will appropriately treated when tracking the bounds of a node. This now means that Double.NaN values can be inserted in entries in order to make that dimension of the entry a "don't care" value that is equally close to everything :D --Rednaxela 06:59, 29 August 2009 (UTC)
That's interesting, could even be useful in some strange cases. :) --ABC 12:23, 29 August 2009 (UTC)